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@@ -2,6 +2,8 @@
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* main.c
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* Duality
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*
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+ * Copyright (C) 2025 Thomas Buck <thomas@xythobuz.de>
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+ *
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* Based on examples from gbdk-2020:
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* https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/cross-platform/metasprites/src/metasprites.c
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* https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/gb/galaxy/galaxy.c
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@@ -13,35 +15,12 @@
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#include <rand.h>
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#include <stdint.h>
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-#include "title_map.h"
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-#include "bg_map.h"
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-#include "rockshp.h"
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-#include "thrustG.h"
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-#include "light.h"
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-#include "dark.h"
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-#include "shoot.h"
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-
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-#define TILE_WIDTH 8
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-#define TILE_HEIGHT 8
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-#define NUM_BYTES_PER_TILE 16
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-
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-#define ACC_X 1
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-#define ACC_Y 2
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+#include "maps.h"
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+#include "sprites.h"
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// The metasprite will be built starting with hardware sprite zero (the first)
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#define SPR_NUM_START 0
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-// Metasprite tiles are loaded into VRAM starting at tile number 0
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-#define TILE_NUM_START 0
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-
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-static int16_t PosX = 0;
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-static int16_t PosY = 0;
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-static int16_t SpdX = 0;
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-static int16_t SpdY = 0;
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-static uint8_t PosF = 0;
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-
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-static uint8_t rot = 0;
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-
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static uint8_t joyp = 0;
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static uint8_t old_joyp = 0;
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@@ -49,122 +28,21 @@ static uint8_t old_joyp = 0;
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#define KEY_DOWN(KEY) (joyp & (KEY))
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#define KEY_PRESSED(KEY) ((joyp ^ old_joyp) & joyp & (KEY))
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-struct sprites {
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- const metasprite_t * const * ms;
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- const uint8_t * ti;
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- const palette_color_t * pa;
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- uint8_t cnt;
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- uint8_t off;
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+enum ACCELERATION {
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+ ACC_X = 1,
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+ ACC_Y = 2,
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+ ACC_R = 4,
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};
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-#define SPR_SHIP 0
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-#define SPR_THRUST 1
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-#define SPR_LIGHT 2
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-#define SPR_DARK 3
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-#define SPR_SHOT 4
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-#define SPRITE_COUNT 5
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-
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-struct sprites metasprites[SPRITE_COUNT] = {
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- {
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- .ms = rockshp_metasprites,
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- .ti = rockshp_tiles,
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- .pa = rockshp_palettes,
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- .cnt = rockshp_TILE_COUNT,
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- .off = TILE_NUM_START
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- }, {
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- .ms = thrustG_metasprites,
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- .ti = thrustG_tiles,
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- .pa = thrustG_palettes,
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- .cnt = thrustG_TILE_COUNT,
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- .off = TILE_NUM_START
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- }, {
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- .ms = light_metasprites,
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- .ti = light_tiles,
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- .pa = light_palettes,
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- .cnt = light_TILE_COUNT,
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- .off = TILE_NUM_START
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- }, {
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- .ms = dark_metasprites,
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- .ti = dark_tiles,
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- .pa = dark_palettes,
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- .cnt = dark_TILE_COUNT,
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- .off = TILE_NUM_START
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- }, {
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- .ms = shoot_metasprites,
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- .ti = shoot_tiles,
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- .pa = shoot_palettes,
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- .cnt = shoot_TILE_COUNT,
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- .off = TILE_NUM_START
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- }
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-};
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-
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-static void draw(uint8_t sprite, uint8_t *hiwater, int8_t y_off) {
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- switch (rot & 0x3) {
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- case 1:
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- *hiwater += move_metasprite_flipy(
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- metasprites[sprite].ms[0], metasprites[sprite].off,
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- OAMF_CGB_PAL0 + sprite, *hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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- break;
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-
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- case 2:
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- *hiwater += move_metasprite_flipxy(
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- metasprites[sprite].ms[0], metasprites[sprite].off,
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- OAMF_CGB_PAL0 + sprite, *hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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- break;
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-
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- case 3:
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- *hiwater += move_metasprite_flipx(
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- metasprites[sprite].ms[0], metasprites[sprite].off,
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- OAMF_CGB_PAL0 + sprite, *hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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- break;
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-
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- default:
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- *hiwater += move_metasprite_ex(
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- metasprites[sprite].ms[0], metasprites[sprite].off,
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- OAMF_CGB_PAL0 + sprite, *hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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- break;
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- }
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-}
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-
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-static void ship(uint8_t *hiwater) {
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- switch (rot & 0x3) {
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- case 1:
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- case 2:
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- draw(SPR_SHIP, hiwater, 0);
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- if (PosF) {
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- draw(SPR_THRUST, hiwater, -8 - 4);
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- }
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- break;
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-
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- case 3:
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- default:
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- draw(SPR_SHIP, hiwater, 0);
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- if (PosF) {
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- draw(SPR_THRUST, hiwater, 8 + 4);
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- }
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- break;
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- }
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-}
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+#define SPEED_INC 1
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+#define SPEED_MAX 16
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static void splash(void) {
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disable_interrupts();
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DISPLAY_OFF;
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set_default_palette();
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-
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- // title_map as background map
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- set_bkg_palette(OAMF_CGB_PAL0, title_map_PALETTE_COUNT, title_map_palettes);
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- set_bkg_data(0, bg_map_TILE_COUNT, title_map_tiles);
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- set_bkg_attributes(0, 0, title_map_MAP_ATTRIBUTES_WIDTH, title_map_MAP_ATTRIBUTES_HEIGHT, title_map_MAP_ATTRIBUTES);
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- set_bkg_tiles(0, 0, title_map_WIDTH / title_map_TILE_W, title_map_HEIGHT / title_map_TILE_H, title_map_map);
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+ map_title();
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SHOW_BKG;
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DISPLAY_ON;
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@@ -184,22 +62,8 @@ static void game(void) {
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DISPLAY_OFF;
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set_default_palette();
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-
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- // bg_map as background map
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- set_bkg_palette(OAMF_CGB_PAL0, bg_map_PALETTE_COUNT, bg_map_palettes);
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- set_bkg_data(0, bg_map_TILE_COUNT, bg_map_tiles);
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- set_bkg_attributes(0, 0, bg_map_MAP_ATTRIBUTES_WIDTH, bg_map_MAP_ATTRIBUTES_HEIGHT, bg_map_MAP_ATTRIBUTES);
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- set_bkg_tiles(0, 0, bg_map_WIDTH / bg_map_TILE_W, bg_map_HEIGHT / bg_map_TILE_H, bg_map_map);
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-
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- // metasprites
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- uint8_t off = TILE_NUM_START;
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- for (int i = 0; i < (sizeof(metasprites) / sizeof(metasprites[0])); i++) {
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- metasprites[i].off = off;
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- off += metasprites[i].cnt;
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-
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- set_sprite_palette(OAMF_CGB_PAL0 + i, 1, metasprites[i].pa);
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- set_sprite_data(metasprites[i].off, metasprites[i].cnt, metasprites[i].ti);
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- }
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+ map_game();
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+ spr_init();
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SHOW_BKG;
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SHOW_SPRITES;
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@@ -207,73 +71,70 @@ static void game(void) {
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DISPLAY_ON;
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enable_interrupts();
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+ int16_t PosX = 0;
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+ int16_t PosY = 0;
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+ int16_t SpdX = 0;
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+ int16_t SpdY = 0;
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+ enum SPRITE_ROT rot = 0;
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+ enum ACCELERATION prev_acc = 0xFF; // so we draw the ship on the first frame
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+
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while(1) {
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KEY_INPUT;
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- PosF = 0;
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+ enum ACCELERATION acc = 0;
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- // Game object
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- if (KEY_DOWN(J_UP)) {
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- SpdY -= 2;
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- if (SpdY < -32) SpdY = -32;
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- PosF |= ACC_Y;
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- } else if (KEY_DOWN(J_DOWN)) {
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- SpdY += 2;
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- if (SpdY > 32) SpdY = 32;
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- PosF |= ACC_Y;
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+ if (KEY_PRESSED(J_LEFT)) {
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+ rot = (rot - 1) & (ROT_INVALID - 1);
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+ acc |= ACC_R;
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+ } else if (KEY_PRESSED(J_RIGHT)) {
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+ rot = (rot + 1) & (ROT_INVALID - 1);
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+ acc |= ACC_R;
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}
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- if (KEY_DOWN(J_LEFT)) {
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- SpdX -= 2;
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- if (SpdX < -32) SpdX = -32;
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- PosF |= ACC_X;
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- } else if (KEY_DOWN(J_RIGHT)) {
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- SpdX += 2;
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- if (SpdX > 32) SpdX = 32;
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- PosF |= ACC_X;
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- }
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-
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- if (KEY_PRESSED(J_A)) {
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- // TODO shoot
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- }
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-
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- if (KEY_PRESSED(J_B)) {
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- rot++; rot &= 0x3;
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+ if (KEY_DOWN(J_A)) {
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+ switch (rot) {
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+ case ROT_0:
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+ SpdY -= SPEED_INC;
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+ if (SpdY < -SPEED_MAX) SpdY = -SPEED_MAX;
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+ acc |= ACC_Y;
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+ break;
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+
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+ case ROT_90:
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+ SpdX += SPEED_INC;
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+ if (SpdX > SPEED_MAX) SpdX = SPEED_MAX;
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+ acc |= ACC_X;
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+ break;
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+
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+ case ROT_180:
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+ SpdY += SPEED_INC;
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+ if (SpdY > SPEED_MAX) SpdY = SPEED_MAX;
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+ acc |= ACC_Y;
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+ break;
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+
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+ case ROT_270:
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+ SpdX -= SPEED_INC;
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+ if (SpdX < -SPEED_MAX) SpdX = -SPEED_MAX;
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+ acc |= ACC_X;
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+ break;
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+
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+ default:
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+ break;
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+ }
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}
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124
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PosX += SpdX;
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245
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126
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PosY += SpdY;
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247
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- // Y Axis: update velocity (reduce speed) if no U/D button pressed
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248
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- if (!(PosF & ACC_Y)) {
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249
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- if (SpdY != 0) {
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250
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- if (SpdY > 0) SpdY--;
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- else SpdY ++;
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252
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- }
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253
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- }
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254
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-
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255
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- // X Axis: update velocity (reduce speed) if no L/R button pressed
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256
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- if (!(PosF & ACC_X)) {
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257
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- if (SpdX != 0) {
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258
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- if (SpdX > 0) SpdX--;
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- else SpdX ++;
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260
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- }
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261
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- }
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262
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-
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263
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128
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move_bkg(PosX >> 4, PosY >> 4);
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264
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129
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265
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- uint8_t hiwater = SPR_NUM_START;
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266
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-
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267
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- // NOTE: In a real game it would be better to only call the move_metasprite..()
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- // functions if something changed (such as movement or rotation). That
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- // reduces CPU usage on frames that don't need updates.
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270
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- //
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271
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- // In this example they are called every frame to simplify the example code
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272
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-
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273
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- ship(&hiwater);
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130
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+ // re-draw ship sprite when we've just rotated or are starting or stopping acceleration
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131
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+ if ((acc & ACC_R) || ((prev_acc & (ACC_X | ACC_Y)) != (acc & (ACC_X | ACC_Y)))) {
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+ uint8_t hiwater = SPR_NUM_START;
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+ spr_ship(rot, acc & (ACC_X | ACC_Y), &hiwater);
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+ hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
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+ }
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274
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136
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275
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- // Hide rest of the hardware sprites, because amount of sprites differ between animation frames.
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- hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
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137
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+ prev_acc = acc;
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138
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278
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vsync();
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279
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140
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}
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